/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * * This file is part of The Mana Client. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #ifndef NET_MANASERV_INVENTORYHANDLER_H #define NET_MANASERV_INVENTORYHANDLER_H #include "equipment.h" #include "eventlistener.h" #include "net/inventoryhandler.h" #include "net/manaserv/messagehandler.h" #include namespace ManaServ { class EquipBackend : public Equipment::Backend, public EventListener { public: EquipBackend(); Item *getEquipment(int slotIndex) const; std::string getSlotName(int slotIndex) const; void clear(); void equip(int itemId, int slotTypeId, int amountUsed = 1, int itemInstance = 0); void unequip(int slotTypeId); void event(Event::Channel channel, const Event &event); int getSlotNumber() const { return mSlots.size(); } unsigned int getVisibleSlotsNumber() const { return mVisibleSlots; } void triggerUnequip(int slotIndex) const; bool isWeaponSlot(int slotTypeId) const; bool isAmmoSlot(int slotTypeId) const; private: void readEquipFile(); struct Slot { Slot(): item(0), slotTypeId(0), subId(0), itemInstance(0), weaponSlot(false), ammoSlot(false) {} // Generic info std::string name; // The Item reference, used for graphical representation // and info. Item *item; // Manaserv specific info // Used to know which (server-side) slot id it is. unsigned int slotTypeId; // Static part // The sub id is used to know in which order the slots are // when the slotType has more than one slot capacity: // I.e.: capacity = 6, subId will be between 1 and 6 // for each slots in the map. // This is used to sort the multimap along with the slot id. unsigned int subId; // This is the (per character) unique item Id, used especially when // equipping the same item multiple times on the same slot type. unsigned int itemInstance; // Tell whether the slot is a weapon slot bool weaponSlot; // Tell whether the slot is an ammo slot bool ammoSlot; }; unsigned int mVisibleSlots; // slot client index, slot info typedef std::map Slots; Slots mSlots; }; class InventoryHandler : public MessageHandler, Net::InventoryHandler, public EventListener { public: InventoryHandler(); void handleMessage(Net::MessageIn &msg); void event(Event::Channel channel, const Event &event); bool canSplit(const Item *item); size_t getSize(int type) const; bool isWeaponSlot(unsigned int slotTypeId) const { return mEquipBackend.isWeaponSlot(slotTypeId); } bool isAmmoSlot(unsigned int slotTypeId) const { return mEquipBackend.isAmmoSlot(slotTypeId); } unsigned int getVisibleSlotsNumber() const { return mEquipBackend.getVisibleSlotsNumber(); } private: EquipBackend mEquipBackend; }; } // namespace ManaServ #endif // NET_MANASERV_INVENTORYHANDLER_H